{{tag>dragonscript behavior}}
[[:start|Start Page]] >> [[main|DragonScript Scripting Language]] >> [[dragengine:modules:dragonscript:abstractions|Abstraction Layers: How you want to build your Game]] >> [[dragengine:modules:dragonscript:behavior_elements|Behavior Elements]] >> **ECBehaviorHearSounds**
* [[behaviors_use_cases|Behaviors Explained: By Use-Case]]
* [[behaviors_a_to_z|Behaviors Explained: From A to Z]]
====== ECBehaviorHearSounds ======
Behavior element behavior adding hearing sounds support.
Uses a SoundLevelMeter resources to hear what sounds are playing in the audible range of the element.
SoundLevelMeter resources take sound properties of the environment into account like occlusion and how sound propagates through the world geometry. This allows game entities to hear the world similar to how a player hears the world what goes for sound volumes.
The SoundLevelMeter resource can be queried for the speakers currently in audible range and the volume they exhibit. Advanced effects audible to players like frequency band specific gains or special effects are disregarded. Furthermore speakers entering and leaving trigger a notification allowing elements to track elements of interest.
If the [[behavior_collider|ECBehaviorCollider]] is present in the behavior element the SoundLevelMeter is attached to the collider.
The behavior retrieves the owner of Speakers inside the audible range. If these owners are elements they are stored in a list of elements heared by the owner element. This list is updated when elements enter or leave the audible range. The volume of an element can be queried if required but is not stored.
The owner behavior element as well as other ECBehavior subclasses can add a listener to be notified if elements enter and exit the audible range.
====== Instance Counts ======
This behavior can be used only once on an element.
====== Element Class Properties ======
Element class properties have the prefix ''hearSound.'' .
===== audibleDistance =====
Audible distance in meters.
* Full name: ''hearSound.audibleDistance''
* Type: float
* Default Value: ''100''
* Restriction: At least ''1''
* Example (*.deeclass) 50
===== volumeThreshold =====
Volume threshold required for elements to be considered audible.
* Full name: ''hearSound.volumeThreshold''
* Type: float
* Default Value: ''0.01''
* Restriction: At least ''1''
* Example (*.deeclass) 0.02
===== position =====
Position to attach resource to collider.
* Full name: ''hearSound.position'' or ''hearSound({id}).position''
* Type: 3-component float vector
* Default Value: (0,0,0)
* Example (*.deeclass)
===== orientation =====
Orientation to attach resource to collider in degrees.
* Full name: ''hearSound.orientation'' or ''hearSound({id}).orientation''
* Type: 3-component float vector
* Default Value: (0,0,0)
* Example (*.deeclass)
===== bone =====
Bone to attach resource to. If empty string attach to collider.
* Full name: ''hearSound.bone'' or ''hearSound({id}).bone''
* Type: string
* Default Value: empty string
* Example (*.deeclass) attach
====== Events ======
===== elementAudible =====
Element become audible.
===== elementInaudible =====
Element became inaudible.
====== Required Behaviors ======
This behavior requires no other behaviors.
====== Optional Behaviors ======
* [[behavior_collider|ECBehaviorCollider]]: Attach to collider.
====== Persistency ======
This behavior does support element class to be persistable (setPersistable).
====== API Documentation ======
#@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1ECBehaviorHearSounds.html,ECBehaviorHearSounds~@#.
Since DragonScript Module Version ''1.0''
====== Use Cases ======
* Detect if element is hearing sounds.
====== Element Class Example ======
This example defines an element which can detect hearing sounds.
class MyElement extends BehaviorElementClass
public var ECBehaviorComponent component
public var ECBehaviorCollider collider
public var ECBehaviorHearSounds hearSounds
func new()
component = ECBehaviorComponent.new(this, null)
collider = ECBehaviorCollider.new(this, component)
headSounds = ECBehaviorHearSounds.new(this, collider)
end
end
====== Behavior Factory ======
Using element class supporting adding behaviors the behavior can be added like this:
50
====== Live Examples ======
* [[https://github.com/LordOfDragons/deexamples|DEExamples Repository]]